OOC The Island - OOC

Information Change Log

Legacy Information (changes undocumented):
Legacy Information (changes undocumented):
May 12th, 2015
  • Game Converted into using D&D 3.5 system with house variants.
Undocumented Changes:
  • Various feats, spells, etc slowly being used and added/incorporated.
  • Old rules being redone to match 3.5 variants, including races.
Documented Changes:
  • Added all feats from the PHB.
  • Added all feats from the Expanded Psionics Handbok.
  • Added all feats from Tome of Battle.
  • Added all maneuvers from Tome of Battle.
  • Added most of the gameplay information to the Core Information page.
  • Completed information on the Barbarian, Crusader, Dragon Shaman, Fighter, Monk, and Rogue, Swordsage, and Warblade base classes.
  • Completed information on Chaotic Mind and Terran Alchemist prestige classes.
  • Completed information on the Vampire special class.
  • Sorcerer moved to special classes instead of base classes.
Class Updates:
  • Beguiler class finished.
  • Duskblade class finished.
  • Hexblade class finished.
  • Knight class finished.
  • Scout class finished.
  • Soulknife class finished.
  • Swashbuckler class finished.
  • Warlock class finished.

  • Bard class finished (missing spell lists).
  • Cleric class finished (missing spell lists).
  • Druid class finished (missing spell lists).
  • Paladin class finished (missing spell lists).
  • Psion class finished (missing spell lists).
  • Ranger class finished (missing spell lists).
  • Wizard class finished (missing spell lists).

  • Arachnomancer prestige class finished.
  • Arcane Archer prestige class finished.
  • Arcane Trickster prestige class finished.
  • Assassin prestige class finished.
  • Beastmaster prestige class finished.
  • Blackguard prestige class finished.
  • Bladesinger prestige class finished.
  • Bloodclaw Master prestige class finished.
  • Bloodstorm Blade prestige class finished.
  • Deepstone Sentinel prestige class finished.
  • Demonbinder prestige class finished.
  • Dervish prestige class finished.
  • Dwarven Defender prestige class finished.
  • Eternal Blade prestige class finished.
  • Jade Phoenix Mage prestige class finished.
  • Master of Nine prestige class finished.
  • Master of the Unseen Hand prestige class finished.
  • Mystic Theurge prestige class finished.
  • Shadow Sun Ninja prestige class finished.
  • Shadowdancer prestige class finished.
  • Terran Alchemist prestige class finished.
  • Thaumaturgist prestig class finished.

Added Spells
:
All spells from The Player's Handbook 3.5 (unless noted here)
All spells from The Player's Handbook II (unless noted here)
Plus:
  • Arcane Sigil (Universal) (Previously Sigil of Ellira) - Bard 0, Wizard 0
  • Epsilon's Shatterdark (Conjuration) (Previously Shatterdark) - Wizard 3
  • Arganazzar's Scorcher (Evocation) - Wizard 2
  • Darkbolt (Evocation) - Cleric 2, Wizard 2
  • Drawmij's Iron Sack (Transmutation) - Wizard 3
  • Drawmij's Breath of Life (Transmutation) - Wizard 2
  • Drawmij's Tool Box (Conjuration) - Wizard 3
  • Drawmij's Flying Carpet (Transmutation) - Wizard 5
  • Boccob's Disk of Concordant Opposition (Conjuration) - Cleric 8, Wizard 8
  • Boccob's Rolling Cloud (Evocation) - Cleric 4, Wizard 3
  • Malzahar's Malefic Visions (Enchantment) - Wizard 6
  • Strahd's Baneful Attractor (Abjuration) - Wizard 4
  • Greater Stomp (Evocation) - Psion 5, Psychic Warrior 5
  • Telekenetic Buffer (Abjuration) - Psion 5
  • Nezram's Ruby Ray of Reversal (Abjuration) - Wizard 6
  • Earthen Grasp (Transmutation) - Wizard 2
  • Stony Grasp (Transmutation) - Wizard 3
  • Wall of Gloom (Illusion) - Wizard 2
  • Allegro (Transmutation) - Bard 3
  • Accelerated Movement (Transmutation) - Bard 1, Ranger 1, Wizard 1
  • Bladestorm (Transmutation) - Ranger 3
  • Bloodhound (Divination) - Ranger 1
  • Dirge of Discord (Enchantment) - Bard 3
  • Dissonant Chord (Evocation) - Bard 3
  • Distort Speech (Transmutation) - Bard 1
  • Divine Insight (Divination) - Cleric 2, Paladin 2
  • Easy Trail (Abjuration) - Druid 2, Ranger 1
  • Entangling Staff (Transmutation) - Druid 3, Wizard 4
  • Foebane (Evocation) - Ranger 4
  • Golem Strike (Divination) - Wizard 1
  • Grave Strike (Divination) - Cleric 1, Paladin 1
  • Healing Lorecall (Divination) - Cleric 2, Druid 2, Ranger 1
  • Insidious Rhythm (Enchantment) - Bard 2
  • Iron Silence (Transmutation) - Bard 2, Cleric 2
  • Sonic Weapon (Transmutation) - Bard 2, Wizard 2
  • Joyful Noise (Abjuration) - Bard 1
  • Vine Strike (Divination) - Druid 1, Ranger 1
  • Wail of Doom (Necromancy) - Bard 5
  • Wracking Touch (Necromancy) - Druid 2, Wizard 2
  • Armored Vermin (Transmutation) - Cleric 4, Druid 4
  • Bebilith Blessing (Transmutation) - Cleric 5
  • Combat Readiness (Divination) - Bard 1, Wizard 1
  • Dominate Vermin (Enchantment) - Cleric 3, Druid 3
  • Dridershape (Transmutation) - Wizard 5
  • Engulfing Terror (Conjuration) - Druid 3, Wizard 3
  • Shadow Double (Illusion) - Hexblade 2, Wizard 2
  • Shadow Shroud (Evocation) - Cleric 2, Wizard 2
  • Snuff the Light (Transmutation) - Bard 1, Wizard 1
  • Spider Form (Transmutation) - Wizard 3
  • Greater Spider Form (Transmutation) - Wizard 5
  • Lesser Spider Form (Transmutation) - Wizard 1
  • Corrupt Weapon (Transmutation) - Blackguard 1

Spell School Changes:
  • Consecrate → Abjuration - Cleric 2
  • Desecrate → Abjuration - Cleric 2, Evil 2
  • Hallow → Abjuration - Cleric 5, Druid 5
  • Repel Wood → Abjuration - Druid 6, Plant 6
  • Unhallow → Abjuration - Cleric 5, Druid 5
  • Command Plants → Enchantment - Druid 4, Plant 4, Ranger 3

Spells Removed
:
PHB:
  • Contact other Plane (Divination) - Wizard 5
  • Reincarnate (Transmutation) - Druid 4

PHB2:
  • Chain Dispel (Abjuration) - Cleric 8, Wizard 8
  • Stifle Spell (Abjuration) - Cleric 4, Wizard 4
  • Invest Heavy Protection (Conjuration) - Cleric 5
  • Invest Light Protection (Conjuration) - Cleric 1
  • Invest Moderate Protection (Conjuration) - Cleric 3
  • Luminous Assassin (Conjuration) - Wizard 5
  • Greater Luminous Assassin (Conjuration) - Wizard 7
  • Lesser Luminous Assassin (Conjuration) - Wizard 3
  • Scattering Trap (Conjuration) - Wizard 3
  • Alter Fortune (Divination) - Bard 3, Cleric 3, Druid 3, Wizard 3
  • Visions of the Future (Divination) - Cleric 8
  • Crushing Grip (Evocation) - Wizard 4
  • Call of Stone (Transmutation) - Druid 4, Wizard 4
  • Celerity (Transmutaion) -Bard 4, Wizard 4
  • Chasing Perfection (Transmutation) - Cleric 6, Druid 6, Wizard 6
  • Greater Celerity (Transmutation) - Wizard 8
  • Increase Virtulence (Transmutation) - Bard 2, Wizard 2
  • Lesser Celerity (Transmutation) - Bard 2, Wizard 2
  • Swift Etherealness (Transmutation) - Beguiler 5, Cleric 5, Wizard 5

Warlock Invocations Added:
  • Spider-Shape (Lesser)
  • Sudden Swarm (Lesser)

Feats Added:
  • Animal Speak
  • Appraise Magic Value
  • Ascetic Hunter
  • Ascetic Knight
  • Ascetic Rogue
  • At Home in the Deep
  • Bladed Wing Feathers
  • Blend into Shadows
  • Bolster Resistance
  • Brachiation
  • Brutal Throw
  • Cautious Attack
  • Chain Spell
  • Chant of Fortitude
  • Chosen Foe
  • Constant Guardian
  • Controlling Eyes
  • Coy
  • Corpsecrafter
  • Corrupt Spell
  • Corrupted Hive-Mind Venom
  • Craft Modular Dark Core
  • Curse of Neverending Daylight
  • Dark Vitality
  • Dauntless
  • Daylight Adaptation
  • Dazzling Fire
  • Deadly Chill
  • Deceptive Illumination
  • Deft Opportunist
  • Destruction Retribution
  • Devoted Inquisitor
  • Devoted Performer
  • Devoted Tracker
  • Dimensional Movement
  • Disguise Spell
  • Divine Intercession
  • Dual Strike
  • Dutiful Guardian
  • Epic of the Lost King
  • Extra Blood Pool
  • Extra Music
  • Extra Invocation
  • Extraordinary Spell Aim
  • Fade into Darkness
  • Fascinating Illumination
  • Fencing Grace
  • Flock of Feathers
  • Gift of the Spider Queen
  • Gloom Strike
  • Goad
  • Graft Flesh
  • Green Ear
  • Hand Crossbow Focus
  • Hardened Flesh
  • Heat Endurance
  • Hot Shot
  • Improved Extra Blood Pool
  • Improved Flight
  • Improved Swimming
  • Improved Toughness
  • Improved Vampiric Feast
  • Intensify Darkness
  • Ironskin Chant
  • Knight of Lolth
  • Knowledge Devotion
  • Knowledgeable Learner
  • Leap Attack
  • Lightning Step
  • Lingering Song
  • Lyric Spell
  • Master of Poisons
  • Master of Shadow
  • Natural Bond
  • Nightmare
  • Nimble Bones
  • Normal Appearance
  • Open Minded
  • Oversized Two-Weapon Fighting
  • Phantom Stride
  • Pitaya of the Wind Chimes
  • Poison Spell
  • Power Throw
  • Profane Agony
  • Profession
  • Radiant Flicker
  • Ranged Spell Specialization
  • Razing Strike
  • Reactive Resistance
  • Requiem
  • Sadistic Reward
  • Shadowborn Warrior
  • Sickening Strike
  • Snowflake Wardance
  • Spider Companion
  • Spiderfriend Magic
  • Spirit Healer
  • Staggering Critical
  • Staggering Strike
  • Subsonics
  • Surprising Riposte
  • Terrifying Strike
  • Tomb-Tainted Soul
  • Umbral Spell
  • Undead Leadership
  • Unquenchable Flame of Life
  • Venomous Strike
  • Vermin Trainer
  • Verminfriend
  • Versatile Combatant
Class Updates:
  • Blood Magus prestige class finished.
  • Fleshwarper prestige class finished.
  • Initiate of the Draconic Mysteries prestige class finished.
  • Dracolyte prestige class finished.
  • Dragonslayer prestige class finished.
  • Dragonsong Lyricist prestige class finished.
  • Dirgesinger prestige class finished.
  • Force Missile Mage prestige class finished.
  • Master Thrower prestie class finished.
  • Scorpion Heritor prestige class finished.
  • Sublime Chord prestige class finished.

Spells Added:
  • Antifire Sphere (Abjuration) - Wizard 5

Feats Added:
  • Ability Focus
  • Awesome Blow
  • Blazing Berserker
  • Clinging Breath
  • Craft Construct
  • Empower Spell-Like Ability
  • Fiery Spell
  • Flyby Attack
  • Githyanki Battlecaster
  • Hover
  • Improved Heat Endurance
  • Improved Natural Armor
  • Improved Natural Attack
  • Lingering Breath
  • Multiattack
  • Powerful Charge
  • Quicken Spell-Like Ability
  • Rattlsnake Strike
  • Sand Camouflage
  • Sand Dancer
  • Sand Snare
  • Sand Spinner
  • Sandskimmer
  • Scorpion's Grasp
  • Scorpion's Instincts
  • Scorpion's Resolve
  • Scorpion's Sense
  • Searing Spell
  • Serpent Fang
  • Snatch
  • Wingover
Spells Removed:
  • Rope Trick (Transmutation) - Wizard 2
Class Updates:

Alignment Restrictions removed from the following classes:
  • Barbarian
  • Bard
  • Monk
  • Paladin
Texts I have Readily Available
  • 5th edition texts:
    • Curse of Strahd
    • Dungeon Master's Guide
    • Dungeonology
    • Elemental Evil Player's Companion
    • Hoard of the Dragon Queen
    • Lost Mines of Phandelver, The
    • Out of the Abyss
    • Player's Handbook
    • Princes of the Apocalypse
    • Rise of Tiamat, The
    • Storm King's Thunder
    • Sword Coast's Adventurer's Guide
    • Tales from the Yawning Portal
    • Unearthed Arcana (all issues)
    • Volo's Guide to Monsters
  • 4th edition texts:
    • Dungeon Master's Guide
    • Heroes of Shadow
    • Heroes of the Forgotten Kingdoms
    • Manual of the Planes
    • Monster Manual
    • Player's Handbook
  • 3rd edition texts:
    • Book of Exalted Deeds
    • Book of Vile Darkness
    • Complete Adventurer
    • Complete Arcane
    • Complete Psionic
    • Complete Scoundrel
    • Complete Warrior
    • Deities & Demigods
    • Draconomicon
    • Drow of the Underdark
    • Dungeon Master's Guide
    • Expanded Psionics Handbook
    • Fiend Folio
    • Fiendish Codex I: Hordes of the Abyss
    • Fiendish Codex II: Tyrants of the Nine Hells
    • Frostburn
    • Libis Mortis: Book of Undead
    • Lords of Madness: Book of Aberrations
    • Magical Items Compendium
    • Monster Manual
    • Planar Handbook
    • Player's Handbook
    • Player's Handbook II
    • Sandstorm
    • Stormwrack
    • Tome of Battle: The Book of Nine Swords
    • Weapons of Legacy
 
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And there we go.

The Island has come far and we've had many different ways of doing things, this is probably the least homebrewed TI has ever been, but that may just be a good thing, it could let us focus on what really matters in the RP. I think this will turn out great.
What do you want to know?
Let's see, how much Ruby knows about the rods, what Ruby might know about Naza'arim and that Balnazzar guy he mentioned, and finally what Ruby knows about Fortune and it's layout.

I consider it to always be quite important to know what character do and don't know.
 
it could let us focus on what really matters in the RP
Yey. This ↑ is my plan. Less building, more doing.

Let's see, how much Ruby knows about the rods, what Ruby might know about Naza'arim and that Balnazzar guy he mentioned, and finally what Ruby knows about Fortune and it's layout.

I consider it to always be quite important to know what character do and don't know.
I'll edit my post to include this.

Edit:
Done.

Edit2:

So I'm thinking I might switch the 7th Seal quest to another more neutral quest line, and making that simply a personal side quest for Epsilon. However, with that, Epsilon will likely join another group, unless BE decides to leave or make a new character. There are enough people who have asked to join to make this a thing.

If this happens, and you do get a insidious character like Epsilon in a good/neutral party, I do expect you all to apply by the rules, even at the cost of slightly metagaming their personalities or editing the character slightly to allow coexistence (at least within the party). If a time comes when betrayal is necessary and appropriate for the narrative, either the campaign will end, the betrayer(s) will leave to join another group or become NPCs, or other alternative tbd.
 
Last edited:
So I'm thinking I might switch the 7th Seal quest to another more neutral quest line, and making that simply a personal side quest for Epsilon. However, with that, Epsilon will likely join another group, unless BE decides to leave or make a new character. There are enough people who have asked to join to make this a thing.

If this happens, and you do get a insidious character like Epsilon in a good/neutral party, I do expect you all to apply by the rules, even at the cost of slightly metagaming their personalities or editing the character slightly to allow coexistence (at least within the party). If a time comes when betrayal is necessary and appropriate for the narrative, either the campaign will end, the betrayer(s) will leave to join another group or become NPCs, or other alternative tbd.
I mean, The Quest for Five has a Neutral Evil, Chaotic Evil, and Lawful Good all in the same party. If we can make it work with only the small amount of banter about racism and Acies being better than everyone else anyone can do it.
 
I mean, The Quest for Five has a Neutral Evil, Chaotic Evil, and Lawful Good all in the same party. If we can make it work with only the small amount of banter about racism and Acies being better than everyone else anyone can do it.
I suspect that everyone has it in them to do so. I just have to come up with something else that sounds fun as an overarching task/theme and can link to other interesting things in the mean time.

Editing magic made this:

Probably a good time to start this again. Will port over the most relevant and recent posts for context.

Edit:
Done. Moved stuffs.
 
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So, I originally made the 5e group for fun as an easy accessible repository of information since I play 5e stuff a lot now irl. However, now that we are using it in TI, would you like the groups to be combined to one? Would that be easier/preferable for you guys and gals?

I'm also going to probably merge the 3.5 threads into one super info dump and put it somewhere, because there is quite a lot of information which is well organized (imo), that I don't want to lose.
 
So, I originally made the 5e group for fun as an easy accessible repository of information since I play 5e stuff a lot now irl. However, now that we are using it in TI, would you like the groups to be combined to one? Would that be easier/preferable for you guys and gals?

I'm also going to probably merge the 3.5 threads into one super info dump and put it somewhere, because there is quite a lot of information which is well organized (imo), that I don't want to lose.
Having all the info here would probably be easier than having to throw the link around to a completely different Social Group.
 
Since I didn't pay close attention to the old OC thread before it got deleted, do we start completely from scratch, or do we just reset levels and/or equipment?

Also we start at level 2 for Soldiers and Spies, right?
 
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